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Examining a Massive Multiplayer Online Role-Playing Game as a Digital Game-Based Learning Platform
Authors:Min Lun Wu  Kari Richards  Guan Kung Saw
Institution:1. Michigan State University, East Lansing, USA, Michiganwumin3@msu.edu;3. Michigan State University, East Lansing, USA, Michigan
Abstract:A concurrent triangulation mixed-method research design was used to investigate 19 casual gamers’ or non-gamers’ use of a popular massive multiplayer online role-playing game (MMORPG), Everquest 2, as an alternative pedagogical tool to support communicative use of the English language. This study poses that MMORPGs could serve as a virtually rich context for social interactions to aid development of communicative competence. Data were collected from semi-structured interviews, surveys, and through gameplay observations in Taiwan and the United States. Analysis of interview recordings, survey data, and observational data focuses on how player-generated perceptions align with Yee's (2006) motivation components and Ryan and Deci's (2000) theoretical assumptions of self-determination theory. Results from quantitative data analysis showed that both male and female participants in this study prioritized the importance of relatedness in playing Everquest 2 to practice using English for communicative purposes. Qualitative data analysis likewise revealed the importance of communication during gameplay. Integrated findings showed that player perceptions could be helpful in illuminating the potential of utilizing MMORPGs for game-assisted language learning and also inform different motivations in gaming to learn.
Keywords:massive multiplayer online role-playing game (MMORPG)  self-determination theory  motivation  communica-tive competence  English as a second language (ESL)  mixed method
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